Suggestion:20080708 Portable Necronet Workstation

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20080708 Portable Necronet Workstation

--Steve Shepard 20:47, 8 July 2008 (BST)

Suggestion type
Equipment

Suggestion scope
Survivors.

Suggestion description
An item only findable in Necrotech buildings, the Portable Necronet Workstation could be hooked up to a generator inside a building.

Ex. (powered) A portable generator has been set up here. It is powering a laptop computer displaying the Necrotech logo on its desktop. (unpowered) There is a laptop computer set up here. Its screen is dark.

The workstation would allow survivors with the Necronet Access skill to view zombies tagged with a DNA extractor like you would in a powered Necrotech building. However, the workstation would cover a much smaller range than a fully-equipped Necrotech facility, only a 5x5 block area. Also, the workstation would not enable the creation of revivification syringes, nor would it allow survivors to revivify Brain-Rotted Zombies. Nevertheless, these would be useful for covering the large 'blind spots' in the city-wide Necronet, such as the 'dead-zone' suburb of Mornington, among other places.

Voting Section

Voting Rules
Votes must be numbered, justified, signed, and timestamped.
# justification ~~~~

Votes that do not conform to the above may be struck by any user.

The only valid votes are Keep, Kill, Spam or Dupe. If you wish to abstain from voting, do not vote.


Keep Votes

  1. Keep - I could and would use this with pleasure. It would make wiki reporting a lot easier. --Vandurn 21:07, 8 July 2008 (BST)
    Keep/Little Change Seems like a good idea, except perhaps, instead of setting it up, survivors should have to carry it with them, but they could still only use it in a powered buliding. Unsigned vote struck. --Midianian|T|T:S|C:RCS| 22:00, 8 July 2008 (BST)
  2. Keep Yep. John. Why not just fix the template for him? (Too late, i did) Oh and dont forget to number your vote. thats the correct format. --RosslessnessWant a Location Image? 21:01, 8 July 2008 (BST)
  3. Author's Vote --Steve Shepard 23:39, 8 July 2008 (BST)
  4. Keep/Change - Have it so that you can only get a signal within a certain distance of a powered NT building. That should keep some 'blind spots' for zeds to hide in. --Blake Firedancer T E RNL? P.I.S.I.T. 03:21, 9 July 2008 (BST)
  5. Keep - Wow, a rare keep vote; I actually like this suggestion. I do not think it will pass, but it is a logical addition to the game.  Billy Club Thorton  T!  RR  05:40, 9 July 2008 (BST)
  6. Keep - Can be play urban dead on the Necronet Terminals? --Pvt human 12:04, 9 July 2008 (BST)
  7. Keep - it isn't going to hurt the balance,as it can't make syringes, plus it provides a flavour for a roleplaying NT dude.--James beckerson 14:46, 9 July 2008 (BST)
  8. Keep/Little Change - See unsigned. --BoboTalkClown 01:22, 10 July 2008 (BST)
  9. Keep - Good idea. I don't think scans are particuarly useful and I don't use them, but this may change that. It is not overpowered. I agree with Zombie in pyjammas however, that it should be limited to suburbs with at least one NT building - Zig13 - 10/07/2008 at 09:37(BST)
  10. Keep - I like this one, one more keep for you.--Jamie Cantwel3 TalkAll glory to the Hypnotoad! 15:44, 10 July 2008 (BST)
  11. Keep - Not particularly overpowered and a nice idea. DanceDanceRevolution 04:25, 11 July 2008 (BST)
  12. Keep - While blind spots are an integral part of the game, the survivors should be given a chance to combat them. If this suggestion were overpowered (eg, having the powers of a full NT facility) I would vote kill, but the reduced capabilities should be able to help out survivors without hurting the zombies. --Neuromanc3r U! 02:24, 12 July 2008 (BST)
  13. Keep- It sorta makes sense. --Themonkeyman11 22:56, 14 July 2008 (BST)
  14. Keep - Don't see a problem with this. gabdewulf 16:02, 17 July 2008 (BST)
  15. Keep - Had new tactics without overpowering livings. -- Bug MacLock 10:54, 20 July 2008 (BST)
  16. Keep - As above. --Private Mark 05:07, 21 July 2008 (BST)
  17. Keep/Change - As Vandurn, Unsigned, Blake, Billy, James, DDR, Neuromanc3r, and Zombie in Pajamas. 17:50, 22 July 2008 (BST)


Kill Votes

  1. Kill - I prefer the blind spots Padfu-Zomfu 15:57, 10 July 2008 (BST)
  2. Kill - I like the blind spots. --Midianian|T|T:S|C:RCS| 22:00, 8 July 2008 (BST)
  3. kill - i support blind spots --Scotw 23:57, 8 July 2008 (BST)
  4. Kill - I LOVE blind spots. --Aeon17x 01:47, 9 July 2008 (BST)
  5. Kill - We should probably assume that the phone lines and wireless APs are down. --Pgunn 02:28, 9 July 2008 (BST)
    Re: - By that reasoning, one would assume that the Necronet Terminals in fully-equipped Necrotech buildings wouldn't work either. --Steve Shepard 02:37, 9 July 2008 (BST)
  6. Kill - Response to steve: Except for the fact that they are on privatly built lines by necrotech built to a standard that would ensure their continued operation during a zombie outbreak to monitor the situation, wheras the existing mainstream lines would not work. We have had this discussion before here you know. As for the suggestion: No, the blind spots make for an interesting difference to necronet. Its only useful near NT's, so theres going to be blind spots. It works fine this way. --The Grimch U! E! WAT! 03:18, 9 July 2008 (BST)
  7. Kill - Not a bad idea in terms of mechanics, but blind spots make the game a little scarier, and scary is good.--Jiangyingzi 14:11, 9 July 2008 (BST)
  8. Kill - I like blind spots. --Howard Bentley 17:27, 9 July 2008 (BST)
  9. It's like that Laptop suggestion, but less effective. Read above. --•▬ ▬••▬ • •••• •▬ ▬•▬• ▬•▬ #nerftemplatedsigs 22:15, 9 July 2008 (BST)
  10. Kill - Nice idea, but no thanks. I might be inclined to change my vote to keep if it was limited to only suburbs with at least one NT building, but the huge blind spots are an integral part of the game. --Zombie in Pajamas 22:32, 9 July 2008 (BST)
  11. Kill - I prefer the portable access device idea that's in Peer Reviewed. --Sir Bob Fortune RR 23:20, 9 July 2008 (BST)
  12. Kill - Unneeded. --  21:05, 11 July 2008 (BST)
  13. Kill - The fear of what's around the corner for survivors is a part of what makes this game fun. If they were added, there would be workstations spammed everywhere. It would totally kill the element of surprise. On another note, zombies currently need more improvements than survivors. --Arcology 03:55, 12 July 2008 (BST)
  14. Kill - Blind spots are there so that people won't always know where the zombies are. Multiply this by a billion and you could concievably cover the entire city in a Necronet field. Add a few squads of roaming extractor scientists and all zombies will be monitered all the time.-- Techercizer (Food) (TSoE) 07:29, 12 July 2008 (BST)
  15. Kill - Blind spots are part of the "lay of the land", in the same way some areas don't have many malls or some places are chock full of NTs. Leave blind spots be. --WanYao 03:59, 15 July 2008 (BST)
  16. Kill - Good suggestion, but blind spots can be an important part of strategy --Ocular Druuuuu 01:09, 17 July 2008 (BST)


Spam/Dupe Votes